So, I made a monster called the command tree a bit ago and after re-reading the stat block I've decided to make a new version. The problem is that I'm going to need some second opinions on the balancing and whether to raise the CR or not (other general balancing stuff) since there's not really a creature like in it the monster manual (the only official book I have other than the dragon of ice spire peak) I can reference it off of. I'm already changing two things:
The push reaction to specify horizontal movement
Fixing how the spells look, I cannot make it look seamless on both mobile and PC so now I got to make it look weird and spaced like the paragraphs, if there's a solution to this please tell me
Ok by further request here is a link: Command tree.
I'll also put a description here. The command tree is a construct that takes the appearance of a tree with multiple discs and one hand all coming out of the top. It is extremely physically weak (1str 1dex 5con) but extremely inelegant (26int 28wis 26cha). It cannot move without outside help but its more than capable of being a threat without moving. Able to admit sonic blasts from the discs that adorn it (their also its ears) and cast spells from the one hand that it has. Its strongest ability is actually being able to lead massive armies of constructs and to have them defend and attack points, so their never without at least 5 constructs under their command. CR:8 AC:7 HP:16 If you're interested in helping more, by all means, go to the stat block.
If you truly want help, it is advisable to include the link to your creation in your post, the fewer steps there are between one’s audience point of contact (here) and their point of engagement (providing feedback on your monster), the more likely they will be to get all the way to that desired end goal. Also, most folks won’t ever actually see your creation on both mobile and PC, so it might be helpful to describe the difference more thoroughly so we have a better idea what you mean.
You messed up some of the average damages (4d6 + 3 is 17, not 12. And also, 2d4 + 2 is 7, not 6. Plus, 3d10 + 15 is 32.). The fight for me feature probably is what makes this so deadly (there's strength in numbers, you know) so you should make it maybe 3/day, or crank up the CR f them. I think it should summon like 3 or 4 wood woad. I don't think you should have the Construct Commander feature, because there is no guarantee there will always be 5 (living) constructs within 500 feet of it. You should also specify a telepathy range (I kind of see this as being an Elder Brain like creature, so maybe like 1 or 2 miles). The vulnerabilities make this way to easy to beat, and it has almost no HP. Remove the vulnerabilities, and maybe give it the HP of a treant. With all that, than it could definitely be CR 7, possibly greater.
Sorry, just read the description. I know you meant for it to be weak, but honestly, 16 HP won't last one round in combat. It would have to get a super high initiative roll, even with that Quick Mind feature, and go before literally everyone else and activate that fight for me feature.
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Don't you just love platypuses/platypi/platypodes?
Agree with the above, this monster is dead within the first round of combat or the first turn after it's shield drops, most of it's stats will never get used and are just needlessly taking up space.
It's a cool concept, but not practical to use in actual combat, it feels like it should be an inanimate object not a creature in itself. For instance:
Command Node These sentient magical objects allow communication, coordination, and self-organization of a constructs across a wide area. Each Node is a 25 ft high, and 10 ft diameter tree-shaped structure that appear like a tree made of metal disks. While it is intact it produces a telepathic field connecting all constructs in a 5 mile radius, allowing them to share sensory information and coordinate their actions. The Command Node also includes more advanced information integration-systems allowing it to formulate more complex plans and generate new directives and instructions to send to the constructs within its network area.
Construct Coordination: While the Command Node is active all constructs within its radius have a +2 bonus to attack and damage rolls and gain 5 temporary hit points at the start of each of their turns.
Hardness: 5, AC: 15, HP: 65, Vulnerability to Lightning damage, immune to poison, necrotic, psychic - the Command Node is made of strong metal but it's thin antennae are fragile and easily damaged. The Command Node can also be knocked over, effectively destroying it, with a DC 25 Strength (Athletics) check. Dealing lightning damage to the Command Node temporarily shorts out its systems making it non-functional for 1 round (6 seconds).
Protective Shield: The command node can sense other creatures as if it had blindsight with 300 ft range (20 Passive Perception), when the command node senses a potential threat nearby it erects a protective shield around itself which acts like a globe of invulnerability. Each time the Command Node takes damage roll a d20 on a 5 or lower this shield is deactivated.
Repulsive Field: When a hostile creature ends its turn within 30 ft of the Command Node it must succeed on a DC 15 Strength saving throw or be pushed 50 ft away from the Command Node. Ranged weapon attacks that target the Command Node have disadvantage while this field is active. When the Command Node is has fewer than half of it's maximum hit points this field is non-functional.
Alarm: When the command node senses danger it immediately sends out a telepathic alarm to all constructs within 300 ft of it to come to its aid. It can also emit a deafeningly loud alarm to summon constructs in its immediate area and repulse attackers. While this alarm is active, creatures within 60 ft of the Command Node must make a DC 15 Constitution saving throw at the start of each of their turns taking 14 (4d6) thunder damage on a failure or half as much on a success.
You messed up some of the average damages (4d6 + 3 is 17, not 12. And also, 2d4 + 2 is 7, not 6. Plus, 3d10 + 15 is 32.).
Thank you for the averages, I don't know the equation to get them. I usually just add the middle number (for example 3) and then add the addition, idk what I was doing with that first one. I'll probably also raise the health a bit. The combat commander skill is a guarantee that there are 5, I will change the wording to avoid the looping situation you brought up by adding something like "the CT always starts with at least 5 constructs within 500ft (I might shrink the radius) of it, combat or otherwise". I cannot see what the wood woad is as I have stated I only have a physical copy of the monster manual. And yeah, I will remove a lot of the vulnerability's and raise the health (not to 138 though).
Thanks for the input I would have never caught the averages if I didn't think to look them up.
You messed up some of the average damages (4d6 + 3 is 17, not 12. And also, 2d4 + 2 is 7, not 6. Plus, 3d10 + 15 is 32.).
Thank you for the averages, I don't know the equation to get them. I usually just add the middle number (for example 3) and then add the addition, idk what I was doing with that first one. I'll probably also raise the health a bit. The combat commander skill is a guarantee that there are 5, I will change the wording to avoid the looping situation you brought up by adding something like "the CT always starts with at least 5 constructs within 500ft (I might shrink the radius) of it, combat or otherwise". I cannot see what the wood woad is as I have stated I only have a physical copy of the monster manual. And yeah, I will remove a lot of the vulnerability's and raise the health (not to 138 though).
Thanks for the input I would have never caught the averages if I didn't think to look them up.
Yeah that sounds good. Also, I've been thinking this was like an actual tree so that's why I recommended all the plant based stuff. I think you could just say that it summons like 2d6 Animated Armor or 1d4 Helmed Horror (both in the Monster Manual) with the Fight For Me feature. They both would make sense.
If you want this to have a higher CR, (For higher level campaigns) then make it summon an iron golem and crank its HP up, maybe make it more damaging.
Also, the equation for calculating average die rolls is this: Divide dice by 2 (Example: d6=3) then add 0.5 (Example: d6=3.5). Multiply the number by the amount of dice you are using, or add the other dice totals. So the average dice roll of a d6 would be 3 or 4.
Using that equation, that would mean that 4d4 (4=2.5) has an average result of 10 (4 x 2.5), and 1d8 (8=4.5) plus 1d10 (10=5.5) is 10(4.5+5.5)
Oh, I think that the Combat Commander feature might be better worded like this:
Combat Commander.Upon entering combat, the Command Tree lets out a distress signal, calling 1d10 constructs within a 500 foot radius, who arrive within 1d4 rounds.
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Don't you just love platypuses/platypi/platypodes?
it feels like it should be an inanimate object not a creature in itself.
Thanks for the suggestion, but no, absolutely not. Mainly for two reasons:
The command tree is a general and master tactician, not a cell phone with powers. It knows it's weak and knows not to trust its power in hand-to-hand combat, so it learns how to make itself more dangerous through spellcasting and to trust other constructs strength. It makes its surroundings more dangerous and convoluted to try and manipulate intruders into giving up or turning on their allies. It doesn't let constructs communicate through it; it communicates to constructs. The last part is that not all of them are loyal to no end, almost all of them have thought about turning on their master, some of them have tried, some of them have succeeded, what you suggested kind of undermines this, you could make the object more complex, but I already have a format, so I'll just stick with that.
Spellcasting, this could be lumped into the 1st point but whatever. It's a wizard, it learns spells from various resources that other constructs under its command bring to it, giving it a wide verity of spells from different collages. Along with this is its innate ability and desire to learn, about the world it lives in, about the worlds it doesn't live in, things to help improve itself, and things that may harm it, the more it learns the smarter it is, the smarter it is the more dangerous it is.
Sorry if this came off a little rude but I feel that you missed the main point of the command tree which is kind of a super effective learning program. To give credit where its due, I will be adding the Construc Coordination skill to the already existing Construct commander.
Again, it could work as an object, but I already have most of the stat block done and all I need to do is tweak it a little bit.
Again, it could work as an object, but I already have most of the stat block done and all I need to do is tweak it a little bit.
Then you still need to either give it more hit points or something that makes it immune to all damage. Because as is, one Ice Storm spell cast from 300 ft away from it will handily destroy it. No amount of spellcasting prevents an archer with Sharp Shooter and a long bow from sniping it from 600 ft away. Why wouldn't a hyper intelligent learning program figure out how to build itself a shell of armour so it can walk around without dying from falling down a ravine? Or at the very least command the other constructs to build a fortress around it? Likewise why can't it move? Surely it could cast Fly on itself so it can move around, or command some constructs to carry it around? Or create itself a wheel chair that it's arm could propel around.
Why wouldn't a hyper intelligent learning program figure out how to build itself a shell of armour so it can walk around without dying from falling down a ravine? Or at the very least command the other constructs to build a fortress around it? Likewise why can't it move? Surely it could cast Fly on itself so it can move around, or command some constructs to carry it around? Or create itself a wheel chair that it's arm could propel around.
It probably could build armor to make itself both able to walk and physically stronger, and I've thought about things like that for things like one-shot bbeg material, but I'm not making bbeg material, I'm making at most a mini boss for a small group of level 3's. To answer another question most of them have built a labyrinth around themself where they have set up traps, strategic positions for constructs, illusions, and big stone walls that a sharpshooter could not shoot through nor could a wizard see through, this is in the description of the original CT stat block. Anyways when they walk into the room the CT's is not going to be in the center of the room like something that isn't a hyper intelligent tactician, it's going to be hiding or teleporting around the room with a scroll their army found, or, yes, a bunch of constructs will be carrying them around.
The whole point of the CT is that they know their weaknesses and will use any means necessary to hide and manipulate their way around combat, that isn't represented if you use it like any other enemy. either way I am buffing its HP and AC a little and I'm also leaning into the diplomatic side of the CT. Also, the reason it can't move is because it was intentionally made weak as to lower the chance to overthrow their creator, still happens though.
So, I made a monster called the command tree a bit ago and after re-reading the stat block I've decided to make a new version. The problem is that I'm going to need some second opinions on the balancing and whether to raise the CR or not (other general balancing stuff) since there's not really a creature like in it the monster manual (the only official book I have other than the dragon of ice spire peak) I can reference it off of. I'm already changing two things:
Ok by further request here is a link: Command tree.
I'll also put a description here. The command tree is a construct that takes the appearance of a tree with multiple discs and one hand all coming out of the top. It is extremely physically weak (1str 1dex 5con) but extremely inelegant (26int 28wis 26cha). It cannot move without outside help but its more than capable of being a threat without moving. Able to admit sonic blasts from the discs that adorn it (their also its ears) and cast spells from the one hand that it has. Its strongest ability is actually being able to lead massive armies of constructs and to have them defend and attack points, so their never without at least 5 constructs under their command. CR:8 AC:7 HP:16 If you're interested in helping more, by all means, go to the stat block.
If you truly want help, it is advisable to include the link to your creation in your post, the fewer steps there are between one’s audience point of contact (here) and their point of engagement (providing feedback on your monster), the more likely they will be to get all the way to that desired end goal. Also, most folks won’t ever actually see your creation on both mobile and PC, so it might be helpful to describe the difference more thoroughly so we have a better idea what you mean.
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You messed up some of the average damages (4d6 + 3 is 17, not 12. And also, 2d4 + 2 is 7, not 6. Plus, 3d10 + 15 is 32.). The fight for me feature probably is what makes this so deadly (there's strength in numbers, you know) so you should make it maybe 3/day, or crank up the CR f them. I think it should summon like 3 or 4 wood woad. I don't think you should have the Construct Commander feature, because there is no guarantee there will always be 5 (living) constructs within 500 feet of it. You should also specify a telepathy range (I kind of see this as being an Elder Brain like creature, so maybe like 1 or 2 miles). The vulnerabilities make this way to easy to beat, and it has almost no HP. Remove the vulnerabilities, and maybe give it the HP of a treant. With all that, than it could definitely be CR 7, possibly greater.
Don't you just love platypuses/platypi/platypodes?
-Literally everyone ever
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
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Sorry, just read the description. I know you meant for it to be weak, but honestly, 16 HP won't last one round in combat. It would have to get a super high initiative roll, even with that Quick Mind feature, and go before literally everyone else and activate that fight for me feature.
Don't you just love platypuses/platypi/platypodes?
-Literally everyone ever
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
My trophy that I stole- I mean, won, in Last Comment Wins! (For realz this time):🏆
Agree with the above, this monster is dead within the first round of combat or the first turn after it's shield drops, most of it's stats will never get used and are just needlessly taking up space.
It's a cool concept, but not practical to use in actual combat, it feels like it should be an inanimate object not a creature in itself. For instance:
Command Node
These sentient magical objects allow communication, coordination, and self-organization of a constructs across a wide area. Each Node is a 25 ft high, and 10 ft diameter tree-shaped structure that appear like a tree made of metal disks. While it is intact it produces a telepathic field connecting all constructs in a 5 mile radius, allowing them to share sensory information and coordinate their actions. The Command Node also includes more advanced information integration-systems allowing it to formulate more complex plans and generate new directives and instructions to send to the constructs within its network area.
Construct Coordination: While the Command Node is active all constructs within its radius have a +2 bonus to attack and damage rolls and gain 5 temporary hit points at the start of each of their turns.
Hardness: 5, AC: 15, HP: 65, Vulnerability to Lightning damage, immune to poison, necrotic, psychic - the Command Node is made of strong metal but it's thin antennae are fragile and easily damaged. The Command Node can also be knocked over, effectively destroying it, with a DC 25 Strength (Athletics) check. Dealing lightning damage to the Command Node temporarily shorts out its systems making it non-functional for 1 round (6 seconds).
Protective Shield: The command node can sense other creatures as if it had blindsight with 300 ft range (20 Passive Perception), when the command node senses a potential threat nearby it erects a protective shield around itself which acts like a globe of invulnerability. Each time the Command Node takes damage roll a d20 on a 5 or lower this shield is deactivated.
Repulsive Field: When a hostile creature ends its turn within 30 ft of the Command Node it must succeed on a DC 15 Strength saving throw or be pushed 50 ft away from the Command Node. Ranged weapon attacks that target the Command Node have disadvantage while this field is active. When the Command Node is has fewer than half of it's maximum hit points this field is non-functional.
Alarm: When the command node senses danger it immediately sends out a telepathic alarm to all constructs within 300 ft of it to come to its aid. It can also emit a deafeningly loud alarm to summon constructs in its immediate area and repulse attackers. While this alarm is active, creatures within 60 ft of the Command Node must make a DC 15 Constitution saving throw at the start of each of their turns taking 14 (4d6) thunder damage on a failure or half as much on a success.
Thank you for the averages, I don't know the equation to get them. I usually just add the middle number (for example 3) and then add the addition, idk what I was doing with that first one. I'll probably also raise the health a bit. The combat commander skill is a guarantee that there are 5, I will change the wording to avoid the looping situation you brought up by adding something like "the CT always starts with at least 5 constructs within 500ft (I might shrink the radius) of it, combat or otherwise". I cannot see what the wood woad is as I have stated I only have a physical copy of the monster manual. And yeah, I will remove a lot of the vulnerability's and raise the health (not to 138 though).
Thanks for the input I would have never caught the averages if I didn't think to look them up.
Yeah that sounds good. Also, I've been thinking this was like an actual tree so that's why I recommended all the plant based stuff. I think you could just say that it summons like 2d6 Animated Armor or 1d4 Helmed Horror (both in the Monster Manual) with the Fight For Me feature. They both would make sense.
If you want this to have a higher CR, (For higher level campaigns) then make it summon an iron golem and crank its HP up, maybe make it more damaging.
Also, the equation for calculating average die rolls is this: Divide dice by 2 (Example: d6=3) then add 0.5 (Example: d6=3.5). Multiply the number by the amount of dice you are using, or add the other dice totals. So the average dice roll of a d6 would be 3 or 4.
Using that equation, that would mean that 4d4 (4=2.5) has an average result of 10 (4 x 2.5), and 1d8 (8=4.5) plus 1d10 (10=5.5) is 10(4.5+5.5)
Don't you just love platypuses/platypi/platypodes?
-Literally everyone ever
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
My trophy that I stole- I mean, won, in Last Comment Wins! (For realz this time):🏆
Oh, I think that the Combat Commander feature might be better worded like this:
Combat Commander. Upon entering combat, the Command Tree lets out a distress signal, calling 1d10 constructs within a 500 foot radius, who arrive within 1d4 rounds.
Don't you just love platypuses/platypi/platypodes?
-Literally everyone ever
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
My trophy that I stole- I mean, won, in Last Comment Wins! (For realz this time):🏆
Thanks for the suggestion, but no, absolutely not. Mainly for two reasons:
Sorry if this came off a little rude but I feel that you missed the main point of the command tree which is kind of a super effective learning program. To give credit where its due, I will be adding the Construc Coordination skill to the already existing Construct commander.
Again, it could work as an object, but I already have most of the stat block done and all I need to do is tweak it a little bit.
Then you still need to either give it more hit points or something that makes it immune to all damage. Because as is, one Ice Storm spell cast from 300 ft away from it will handily destroy it. No amount of spellcasting prevents an archer with Sharp Shooter and a long bow from sniping it from 600 ft away. Why wouldn't a hyper intelligent learning program figure out how to build itself a shell of armour so it can walk around without dying from falling down a ravine? Or at the very least command the other constructs to build a fortress around it? Likewise why can't it move? Surely it could cast Fly on itself so it can move around, or command some constructs to carry it around? Or create itself a wheel chair that it's arm could propel around.
It probably could build armor to make itself both able to walk and physically stronger, and I've thought about things like that for things like one-shot bbeg material, but I'm not making bbeg material, I'm making at most a mini boss for a small group of level 3's. To answer another question most of them have built a labyrinth around themself where they have set up traps, strategic positions for constructs, illusions, and big stone walls that a sharpshooter could not shoot through nor could a wizard see through, this is in the description of the original CT stat block. Anyways when they walk into the room the CT's is not going to be in the center of the room like something that isn't a hyper intelligent tactician, it's going to be hiding or teleporting around the room with a scroll their army found, or, yes, a bunch of constructs will be carrying them around.
The whole point of the CT is that they know their weaknesses and will use any means necessary to hide and manipulate their way around combat, that isn't represented if you use it like any other enemy. either way I am buffing its HP and AC a little and I'm also leaning into the diplomatic side of the CT. Also, the reason it can't move is because it was intentionally made weak as to lower the chance to overthrow their creator, still happens though.